Last night I tried to do the Fighters Guild quest to kill Azani. He has a little cubbyhole in his lair with some bookshelves, and there's a jewelry box on one of the shelves. I looted the box, it opened, and the lid sort of disappeared into the back of the bookshelf. I heard a thumping noise as it repeatedly collided with the shelf, apparently building up force. Books on the shelf started popping into the air like something from The Exorcist. After a few more seconds of this, the entire room exploded. Items flew 20 feet in every direction.
Just an example of the good times to be had with jewelry boxes. Oh, and NPC spell damage is easily the most sadly, ridiculously, objectively, objectionably broken part of the mod. It's one thing to decide not to address a balance problem, but anyone who claims that this isn't a serious problem is simply wrong.
I've just replayed the same scenario with Azani three times and haven't experienced your problem. As for the flying books, collision and havoc are something the mod doesn't and wont address.
Now tell me your issues with magic.
OOO seriously nerfs nearly all spells, and this effects not only your character but NPC's also. Or are you seriously going to tell me that you prefer vanilla where many spells - should I even mention things like chameleon, frenzy and almost the complete Conjuration tree - can be abused to the point of absurdity?
BTW, your the very first that's complained OOO's magic system is overpowered toward the enemy.
Now if you really want to unbalance the mod you can always add Supreme Magic, LAME, or even both.
Obviously it's my opinion only, but that's a surefire way to see how balanced Oscuro's magic alterations are.
@GamerRickThis is the final beta for 1.35. So no, I won't be releasing any beta of the beta. You'll have to trust me that anything reported and verified here will be corrected.
edit - for those wondering or about to ask again, Mart's and COBL come under Corepc's domain. Currently the bulk of his time is taken up with real life (yup, we do have those too) and burnout, which isn't a surprise when you consider how much time he's spent modding this game over the last few years.
Therefor there is little point in releasing this as final until FCOM and it's support mods are updated to be compatible with this version.
Patience and a little understanding please.